BIWA: Feedback and Criticism

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Meikle641
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BIWA: Feedback and Criticism

Post by Meikle641 »

So, I've noticed my BIWA thread in IMOI has over 600 views but just two comments by someone who isn't me. People who I've shown it to off-site have liked what they've seen, but nobody here has opened their mouths. Maybe it's like Frank said in the Seeking thread "I very rarely check the threads in It's My Own Invention, since I regard that as the place for things that are pretty much done and not really the place for flame wars."

In particular, I could use some help on this this.

Yes, I'm aware the system is incomplete, but I am working on that. Unfortunately, I'm no virtouso like Koumei or Frank at producing material. Also, thank you Frank for letting me use your material.

So, what am I doing right and what am I fucking up?
Last edited by Meikle641 on Sat May 18, 2013 3:19 pm, edited 2 times in total.
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Post by Meikle641 »

So, I've considered going with an encounter-based recharge method for power points. The idea is that you can rest for a new batch of power points, but there's diminishing returns for each time you do so in a day. For each additional refresh some number that makes sense (arithmatic sequence? I dunno) is subtracted off the top.


Example:
Jackie the Reaver has 18 PP when she wakes up. She uses up most or all of it in a battle, and spends 15 minutes refreshing herself. Now She has 17 PP. Next refresh she has 14, then 11, then 8, etc.

If in a desperate situation where you've run out of PP you can spend a Complex action to tap deep into yourself for a little bit more power. Doing so grants a number of PP equal to 2* Will, but this may only be done once per combat, and the character is Exhausted after the combat ends.

The goal is that you can totally keep doing shit that you need doing in an adventure, but regardless of how many breathers you take, you're eventually need to set up camp and sleep or something. I like the ability to keep going (It was awesome with ToB), but there needs to be a cap on the amount of spells you can do in a day at some point.

Thoughts?
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Post by Schleiermacher »

Seems very reasonable in concept. (By which I mean I can't speak for the spesific numbers).
This:
I like the ability to keep going (It was awesome with ToB), but there needs to be a cap on the amount of spells you can do in a day at some point.
is great and very important.
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Post by Meikle641 »

So, I'm thinking of just going with 3, 6, 9, etc as the pattern. More uniform and it skills.


Looking to have perhaps campaign settings, eventually. To start I'm focusing my attention on the first of these:

Neon, Monsters, and Sorcery: Post-apocalyptic fantasy with some science fantasy stuff added. Sort of like Blackmoor, I suppose, or Eberron.
Space Opera: Probably something along the lines of Mass Effect crossed with Star Wars.
Ale and Whores: A more fantasy focused take on the system. More of a Forgetten Realms, Greyhawk or whatever.


I'm writing material as it comes to me. Not all of it will necessarily be used one one product, but can likely be used in another. I write what I'm able to, such as it is. I'm hoping to get some people who know what the hell they're doing eventually, once I can get more money. Hopefully once I have money to throw at people, I can get help.
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Post by Thymos »

Don't lower the amount of regen, this starts encouraging shorter work days because the parties aren't optimal.

I see it as two options.

1. Limit the number of full refreshes characters gain per day. Maybe 4/day?

2. Create a current and total power pool. Current is what they have available at the moment, and they have to do some kind of meditation to move power points over from total to current. So basically if a character has 10 power points and a total power pool of 30 they have 40 points total but can only use 10 in one encounter.

My suggestion anyways.
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Post by Meikle641 »

I think #1 would be good. It's nice and simple, which is what I'm wanting for this.

I think I considered something like #2 in the past, but people didn't seem to like it. I thought it was one of the more interesting mechanics I saw in Unearthed Arcana.

Thanks, Thymos.
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Post by Meikle641 »

Some stuff I was working on:

SKILL GRADES: (A replacement for skill points currently used)
E = untrained, no modifier beyond attribute
D = 10
C = 20
B = 30
A = 40
S = 50
EX = 70


Half ranks add +5 to modifier, and add a + next to the letter. EX ranking does not have an EX+ rank.


Characters start out with 8 trained skills, with the following distribution:
D, C, C, B, B, B, A, A


I'm not sure how much boosting a rank should cost, but probably somewhere along the longs of levelling up magic? Probably the amount should scale per level. 1, 3, 5, 7, 9? For comparison, Beginner characters start with 25 Ability Points, and Experienced ones with 40. An elemental damage spell is usually around 2 AP/level in cost. Most powers range from 1 to 5 AP per level.

----------------------
Lycanthropes:
Lycanthropy is a magical curse that can afflict humans and alfar


Animal Totem: Choose one of the following animals as your totem, this is the type of lycanthrope you are and determines your special ability.
- Werebear: Battlecry or Megaton Blow
- Wereboar: Berserk power must be taken at chargen
- Wererat: Maybe some form of damage avoidance or poison?
- Wereswan: Airwalk power.
- werewolf:
Additionally, a lycanthrope can call upon like animals for aid. Insert mechanics here.
Shapeshift: As a complex action a lycanthrope can change into a humanoid form or that of an appropriate animal. While transformed a lycanthrope gains a +2 enhancement bonus to Brawn, cannot speak intelligibly, and all tests based on Intelligence are considered Difficult. Transforming costs 10 PP and lasts for 8 hours. During a full moon the transformation is free, but the transformation is mandatory.
Natural Weapons: Lycanthropes must take at least one level of Bestial Weapons at chargen.
No Silver, No Sell: When transformed lycanthropes get DR 10 against weapons that aren't silver or mithral, which ignore it entirely. When in human form a lycanthrope instead gets DR 5, with the same limitations. This DR doesn't stack with armour.
Curse of the [Insert Lycanthrope Type]: A lycanthrope natural weapon that successfully bypassed DR will transmit the curse to the target. [Insert mechanics]
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Post by Meikle641 »

Crap. I'd forgetten to say that the skills also use the attribute bonus, which is stat * 5. So, a character with an attribute of 6 and an applicable skill of say, C rank will have a bonus of 50.
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Post by Previn »

Meikle641 wrote:Crap. I'd forgetten to say that the skills also use the attribute bonus, which is stat * 5. So, a character with an attribute of 6 and an applicable skill of say, C rank will have a bonus of 50.
Is there a reason you're using a d100 system? Because it looks like everything you've got is in increments of 5. You could totally divide all your numbers by 5, not multiply your attributes by 5, and then just use a d20.
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Post by Meikle641 »

Well, I was doing a project to modernize BRP, but Chaosium refused to answer my questions about the contract conditions they wanted me to sign. So I took my material and decided to try and show them up using a new d100 system.
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Post by Meikle641 »

Chapter 2:
- Added werewolves
- Changed Prometheans to Myrmidons
- Did various edits to races
- Changed the attribute system
- Changed how DR and damage bonuses are acquired
- Changed a ton of shit.

Chapter 3:
Basically untouched, and is a mess.


Updated Chapter 4:
- Changed how magic is cast and scales, or at least the language explaining it
- Changed the format of spells slightly
- Changed the costs of many spells to a new format
- Edited a lot of spells
- Added a few new spells, including some necromancy stuff
- Added tags to many spells for easy searching and such


Updated chapter 7:
- Updated the sheets and formats of Jackie and Daksha
- Added Dragon
- Added Slow Zombie (can't seem to find the bb code fucking up its formatting)
- Added skeleton
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Post by Meikle641 »

- Added Energy Resistance section for armour and then re-edited the ER section of chapter 2
- Messed around with quipment
- Revised the chargen section, including the values for attribute scores.
- Renamed resistance tests to saving throws.
- Added stuff on saving throws to chapter 6
- Fixed the HP and MP mixup, and raised HP
- Edited the Alfar abilities Diamond Soul and Master Craftsman
- Edited the Human abilities Adrenaline Surge and Blood Rage.
- Clarified and added to Death and Dying rules in chapter 6
- Added a ton of shit to Chapter 6.
- Changed range rules a little in chapter 5 for weaponry and combined/changed some things, and added one or two others.

MESSED WITH:
- Tweaked Light spell
- Tweaked Shadow spell
- Tweaked Dragon Slayer
- Tweaked Moon Biter
- Renamed spell LIGHTNING to BOLT
- Tweaked the AoE language for Flame, Bolt, and Frost
- Changed the Essence/MP format in the boilerplate of magic

ADDED:
- Added spell Atma Striker
- Added spell Brain Food
- Added spell COLD SNAP
- Added spell DESERT SUN
- Added spell Detect Hostile Intent
- Added spell Featherweight
- Added spell Fireball
- Added spell Fleet of Foot
- Added spell HIGH NOON
- Added spell Inferno
- Added spell Intuition
- Added spell Lightning
- Added spell Mental Static
- Added spell MIDNIGHT
- Added spell Orbital Bombardment
- Added spell PLANT GROWTH
- Added spell Raise Dead
- Added spell Raise Undead
- Added spell Shocktrooper
- Added spell Shadow Bind
- Added spell Shadow Throw
- Added spell Shove
- Added spell Stinking Cloud
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Post by Meikle641 »

- Fixed attribute score chart numbers
- Changed parts of "Aiming" in chapter 6, and added a table
- Heavily revised chapter 5
- Tweaked healing rate in chapter 6
- Added stuff to the Athletics, Survival, Marksmanship, and Martial Arts skills in chapter 3
- Changed how carrying capacity scales in chapter 3
- Added table to asphysxiation in chapter 6
- Added effects to Burst Fire
- Changed LIGHTNING RELOAD's wording slightly.
- Renamed CAUSALITY CURSE to MYSTERIOUS WAYS
- Added starting cash for characters in chapter 2.
- Added section about character advancement in chapter 8
- Heavily revised the equipment chapter

- added power PERFORMANCE ISSUES
- added power AUGMENT WEAPON


Debating on changing the names of the classes. Thinking of doing the following:
- Celestial into Sorcerer, which casts using Celestial Magic.
- Menhir into Paragon, which casts using Menhir magic.
- Technomancer, which casts using Akhashic magic.

Also thinking of how make classes for NPCs/Monsters. Some enemies should have the big three classes, but most should be some form of general NPC class, often lacking magic. Any suggestions on that? The main reason I'm doing this is for easy buffing or HP, MP and skills without necessarily adding spells.

NOTE: Remember, this is the thread in question. http://www.tgdmb.com/viewtopic.php?t=54194
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Post by Meikle641 »

BIG CHANGE:
- Renamed magic chapter 5 and equipment chapter to 4.
- Changed the order of steps for character generation in chapter 2.

Chapter 1:
- Added a little bit to chapter 1. Still a horrific mess.

Chapter 2:
- Raised starting cash.
- Changed the intro to character generation.
- Renamed classes.
Sorcerers cast Celestial magic. Paragons cast Menhir magic. Technomancers cast Akashic magic.
- Lowered the MP recovered by Vampires using their Blood Pool.

Chapter 3 changes:
- Deleted Bureaucracy, Investigate and Electronics.
- Renamed Animal Ken to Animal Handling.
- Renamed Pilot Vehicles to Piloting.
- Renamed Martial Arts to Melee Combat.
- Renamed Expression to Art.
- Renamed Artisan to Crafting.
- Added crafting rules.
- Revised Crafting, Persuasion, Medicine, Tactics, Animal Handling, and others.
- Added Navigation and Tracking.
- Revised the rules on defaulting for skill attempts.
- Tweaked some formatting.

Chapter 4:
- Added weights to arms and armour.
- Lowered cost of flak jacket to $500.
- Added chainblade mods to swords and polearms.
- Changed damage of machineguns, rifles, shotguns.
- Added weapon called Flamer.
- Added weapon called Whip and Scourge option.
- Added some more items that aren't weapons or armour.
- Added equipment packages for starting characters.
- Deleted Bolt and Pump Action in favour of a combined entry called Manual Action.
- Added a magazine size increase for the Repeating mod.
- Removed the 1d4 entirely. Replaced by 1d6-4.
- Added trench knife option for brass knucles.
- Added main gauche and swordbreaker options for daggers.
- Added Services, Clothing, Food and Drink, mounts, and special substances sections.
- Added Special Materials: Adamantine, Mithral, and Orichalcum.

Chapter 5:
- Renamed class related stuff to the new names.
- Added section for 'Magic and Initiative'.
- Changed some formatting.
- Removed the damage bonus from ENHANCE WEAPON.
- Removed the 1d4 entirely. Reworked BESTIAL WEAPONS as a consequence.
- Added power AMMO CHEAT.

Chapter 6:
- Added text to Falling Damage section.
- Added Damage Over Time
- Added Electrocution
- Added Breaking Stuff.
- Tweaked Burst Fire.
- Changed how much damage Saving throws reduce.
- Changed damages for asphyxiation

Chapter 8:
- Added some more character advancement stuff.

--------------

Holy shit, I went over the character limit while posting the magic section. Ended up having to split it between two posts.

Anyway, things are starting to shape up. Working on adapting AS' poisons (with some new ones) to BIWA and have begun messing with magic item creation. Also working on NPC classes.

With this update I added a lot of shit, including item crafting. Turns out getting my sleep apnea treated makes me a lot more productive at design.
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Post by Meikle641 »

So, what am I doing wrong and what am I doing right? The few times anyone here comments, they never explain their reasons when I reply.

Also, hoping to register my company in a month or so. Since Ontario seems to lack LLCs, I'll be making a corporation.
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Post by Meikle641 »

Worth mentioning: if you see something that has a fucked up execution and you know you can do better, maybe we can talk. I am willing to pay for results.

I mean, asking for help has largely gotten me nowhere here, so maybe I just need to throw money at the problem.
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Post by Meikle641 »

If anyone has some good rules for illusions figured out I'm interested. I'm almost entirely missing illusion magic, and that needs to be remedied. Same with curses and contracts and geases.
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Post by codeGlaze »

You may be better served making a thread about illusion magic and how it should or shouldn't be implemented.

Put a brief explanation of your current thoughts on it, maybe link some inspirational source or better yet, some actual crunch. Sifting through all of this ... is a lot. So focusing on one key point/issue at a time may help.

Have you looked at the wiki for some ideas?
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Post by Meikle641 »

So, I've been working on a smaller update. Got an artist making a cover picture, which is pretty cool. Also going to try and get my company registered in November finally, but meaningful finances will be a while coming, I think.

Anyway. I'm looking to have some work done, if anyone is up for it. I'm trying to get some equipment packages made for characters in the equipment section. Also, entries for the "Assorted Items" section in general.

Payment for each equipment package I accept would be $3 or $0.07 per word, whichever is more.

Entries for Assorted Items... I think that may be better off as a lump project. Basically looking to emulate what the 3.5 SRD had going, entry wise.
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Post by ...You Lost Me »

I have looked at it several times but can't do an extended reading because:
  • Headings are either not bolded or bolded and I don't know what's a subcategory or what unless you're labeling things in "Steps".
  • There's no summary of the BIWA world so you're effectively appealing to people who like BIWA and want it some other way instead of drawing people who don't have a damn clue what that is.
  • Explanations are sparse. The "+" to an attribute is sort of hand-waved as "Gives you a bonus sometimes, gives you a perk maybe". God damn that is confusing.
  • And most importantly, your organization drives me crazy. "Mana" gets mentioned 15 times before I even figure out what it is or why I care about it.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
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Post by codeGlaze »

That's been one of my problems.
It's just... a lot to take in and I'm not one of those Dennizens that can just input/ouput ruleset data then parse it coherently in like... 15 minutes.

Have you ever put together a synopsis or quick break down of the core mechanics that I may have missed?
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Post by Meikle641 »

...You Lost Me:
- Fair enough of boldings and such, I'm slowly fixing formatting for the next update. Not entirely sure what you mean for the subcategory stuff, but please continue, as I know this is rough as hell.
- Fair enough, but I don't recall D&D's base books having a fleshed out setting either. That said, I do have writers on hand to write the setting(s), but that's contingent on getting some more money.
- Eh, I suppose. I'm not always the best at wording things, but the idea is you get some sort of bonus to a stat (DR, damage bonus, MP/HP, etc) or choose 2-3 skills that get a bonus. Sort of like feats, but more limited.
- Haha, true. Trying to have chapter 1 updated with some more common terms defined.


codeGlaze: Basically, BIWA is a percentile system. You roll and add your modifier, comparing it to the TN of 100. For some/most rolls, for every 10 points you exceed 100 you do better (jump further, heal more, add additional spell levels, etc). Sometimes doing a task is harder than normal, which will halve your modifiers (if it's practically impossible it quarters it).
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Post by ...You Lost Me »

D&D has lots of old fans and people who have played forever and are willing to know the rules for the ignorant newbies. You do not have that luxury, so your rules need to be easy to understand.

I await a formatted version with anticipation.
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Post by Meikle641 »

So, I've been thinking about alternatives to using MP, and this came to mind (yeah, I know the concepts aren't original). Instead of using slots or MP to cast magic, you simply cast until you accumulate too much Stress. A character can accumulate up to (say), 10 points of Strain , but if they exceed that they become Burnt Out, and unable to cast magic for [time period]. If a character doesn't cast for a round, their Strain count drops by 1/2.

For example, Jim Darkleer casts Frost and gains 2 points of Strain. Last round he'd cast Cold Snap, which gave him 6 points of Strain. This leaves him with a 2 point buffer, so he spends next round commanding his skeleton warriors instead, which reduces his Strain to 4 out of 10.
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Post by TheFlatline »

Meikle641 wrote:So, I've been thinking about alternatives to using MP, and this came to mind (yeah, I know the concepts aren't original). Instead of using slots or MP to cast magic, you simply cast until you accumulate too much Stress. A character can accumulate up to (say), 10 points of Strain , but if they exceed that they become Burnt Out, and unable to cast magic for [time period]. If a character doesn't cast for a round, their Strain count drops by 1/2.

For example, Jim Darkleer casts Frost and gains 2 points of Strain. Last round he'd cast Cold Snap, which gave him 6 points of Strain. This leaves him with a 2 point buffer, so he spends next round commanding his skeleton warriors instead, which reduces his Strain to 4 out of 10.
In other words Shadowrun on a faster cool down.
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